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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2022-05-19 00:00:00Z and 2022-05-20 00:00:00Z
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@deen looks like you missed to add overrides on the mysql database code
06:40
ddnet/src/engine/server/databases/mysql.cpp:84:15: warning: 'Disconnect' overrides a member function but is not marked 'override' [-Wsuggest-override]
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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We only have C++ source files left, take advantage of this and check whether the C++ compiler supports the flags, not the C compiler. GCC for example warns about -Wsuggest-override in C mode, but supports it in C++ mode.

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possib...
09:11
d1eba47 Add override in mysql code too (fixes #5139) - def- b7f1227 Merge #5146 - bors[bot]
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f278399 Ellipsis at end in scoreboard and hud - def- 8ff87f6 Merge #5001 - bors[bot]
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We need some people who mastered unreal engine 5 to make teeworlds realistic again
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xD "again" (edited)
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@Tater why is your client attempting to connect to a tw server with client side port 80 lol
10:43
funny tho it happens with ddnet too
10:44
10:44
uh
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what are you investigating?
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someone can't join my srv
10:45
but surprisingly I can't understand why that guy does try to connect using port 80 on source
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they use the standard ddnet client?
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he tried with T-client & ddnet
10:46
it is only one guy having that issue tho
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there's a setting for client port
10:47
probably they set it?
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@0hYukki.
10:47
probably
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cl_port
10:47
should be set to cl_port 0
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what's the point of that variable also
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heinrich5991
should be set to cl_port 0
alright
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restart client maybe, you're still trying with 80
👍🏻 1
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yes, restart client
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better, worked
10:50
thx @heinrich5991
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This was requested in Discord, maybe we can make a vote about this somehow? https://youtu.be/d0xymfFYVP8

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [x] Considered possible null pointers and out of bounds array indexing
  • [x] Changed no physics that affect existing maps
  • [x] Tested th...
👍 1
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Since I added DDNetCharacterDisplayInfo as a new net object, Does anyone know if it was ok that I added it in the middle and not at the end of the list?
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I noticed that the weapon display (in the top left) flickers while the player is in freeze, that was not the case before, I will investigate what causes this. Can also be seen in the video of #5148
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@heinrich5991 is it a problem that I have added DDNetCharacterDisplayInfo not at the end of the net object list? Does the object get its ID through the sequence? (edited)
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@c0d3d3v no problem as long as it's after all the non-ex objects
12:45
the ID is determined from the character-display-info@netobj.ddnet.tw string
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2b7e1c6 Make Objective-C file Objective-C++ - heinrich5991 ac0a792 Use check_cxx_compiler_flag instead of check_c_compiler_flag - heinrich5991 cd16459 Merge #5147 - bors[bot]
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ReiTW
what's the point of that variable also
Some ISPs prioritize specific ports
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8126b88 Turkey2 removed, GER1 added - def-
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736c392 Add HTTP masterserver registering and HTTP masterserver - heinrich5991 816e9f7 mastersrv: Add 0.7 support and other stuff - heinrich5991 2c004bf x - heinrich5991 ce613e2 Fix memleak of multiply chained console commands - heinrich5991 19f57b4 bb - heinrich5991 c461d2f Cut some dependencies - heinrich5991 7dac8bc among others: make info serial a number - heinrich5991 4779660 more - heinrich5991 0632ec3 more - heinrich5991 4846c66 fix ipv6 - heinrich5991 1e388ff kill the whole process if a task fails - heinrich5991 f769425 send non-info fields via http headers - heinrich5991 293a030 Make dbg_curl 1 use the normal logging - heinrich5991 4ed7d3c Don't resend server info the masterserver already knows - heinrich5991 e6ccb3f Make server info buffer size large enough - heinrich5991 dc711fc Make mastersrv restartable without losing a lot of data - heinrich5991 79b1d98 Separate challenge token, add register extra fields again and handle Content-Type - heinrich5991 5252e25 Remove backward compatibility in mastersrv - heinrich5991 de2564b Add crude port forward error message in the style of the old one - heinrich5991
14:44
[ddnet/ddnet] New branch created: ddnet
justatest 2
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@bencie what does the renderer say in latest nightly? I kinda assume its not fixed tho 😄
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you mean, if its still out of sync?
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yes
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lemme see
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but u on nightly?
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good
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still out of sync
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ok
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bencie
still out of sync
r u doing something special? tabbing out or stuff like that?
15:20
just watching it render
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ok
15:21
i really hate that i have 0 ideas to make stuff like this easy to reproduce 😄
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can you not reproduce it?
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nobody can
15:22
tater also tried and found a different unrelated bug 😄
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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Jupstar ✪
nobody can
well im not really sure how to debug it myself, but if ill continue to test the things you recommend me. honestly if only i have this bug then might aswell not bother with it, since i can just record my screen to render demos so its not a big problem
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yeah but its just too nice to know what went wrong xd
15:27
also you computer isnt that old, so should just work
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yeah it did work before
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yeah we switched to multi threading, but i don't see why this should break it, except its inside ffmpeg
15:28
dunno its weird
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3a8ad12 Update hungarian.txt - bencie d67085b Merge #5151 - bors[bot]
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Cellegen | HU 2022-05-19 16:15:30Z
@deen KEKW entities disappearing randomly, when reloading map
16:16
(new nighly release on steam)
16:20
ok, after a few minutes of running the server, it seems to be working as intended. Weird how I can just break the game with experiments like these lol
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Ha, you can reproduce it!
🥰 1
16:25
We have a bug for this but no one could reproduce it yet. What OS are you on?
16:25
This started yesterday after switching to new server version (@heinrich5991's rebased pr_ddnet_serverbrowse_http_server branch. Update: happens on master too so not related to the branch) I...
❤️ 1
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deen
We have a bug for this but no one could reproduce it yet. What OS are you on?
Cellegen | HU 2022-05-19 16:59:47Z
windows 10 (10.0.19044 build 19044) preferences: Processor: AMD Ryzen 3 3100 4-Core Processor, 3593 Mhz, 4 core, 8 threads Video Card: GTX 1050 TI (cant check the spec there, cuz the driver keeps crashing on me lmao) Using: Vulkan engine on Teeworlds
😊 1
16:59
default settings, etc
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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Cellegen | HU 2022-05-19 17:01:55Z
Is it happening more frequently, when introducing both normal shield and weapon shields?
17:02
I was testing it out without one another, it seem to work fine at first
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any idea why ddnet server looks laggy whenever you drag a tee?
17:41
(not ddnet, hosted by someone)
17:41
eg: 51.91.30.52:9100
17:41
I come from a guy who doesn't speak english, so
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bad ping
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bad cpu
17:42
this is my server, triedto host my own, and I have the same issue
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Looks laggy in how far
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just join it, & test, well he describes it as if it has some fps drops (doesn't really look like but the tee is like "laggy")
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prediction errors?
17:44
check local console
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on console I don't see anything, or clientside?
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console_output_level 1 in f1
17:44
then check for prediction errors
17:44
after tee hooking
17:44
wait
17:44
i think 1 is not enough, use lvl 2
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what is ur real ping
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damn wait i'll come back in 1hour when I've fully reinstalled windows 10, kinda hard to try
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does someone know what the bug of "m_BugDDRaceInput" is?
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@Jupstar ✪ how to show the debug graphs again?
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ctrl shift d but i mean like open a terminal
17:47
and type ping <ip>
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ReiTW
@Jupstar ✪ how to show the debug graphs again?
dbg_graphs + ctr shift d
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ctrl shift g
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do u have rcon?
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he has yes
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could try sv_high_bandwidth 1
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looks like the difference is noticeable (edited)
17:50
was that, thanks
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its not a fix tho xd dunno what math does it job incorrectly
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well he tried to enable/disable it multiple times & seems like it is the issue
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fixes #4653

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [x] Considered possible null pointers and out of bounds array indexing
  • [?] Changed no physics that affect existing maps
  • [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresss...
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Jupstar ✪
tater also tried and found a different unrelated bug 😄
is this about sound not synced in rendered demos? i have a demo and a video that is not synced with sound. but maybe it's because i have low spec. can upload the files next week if that helps.
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4b72f7d Minor clang-tidy fix with -DWEBSOCKETS=ON -DUPNP=ON - def- 898259f Merge #5152 - bors[bot]
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cauldron
is this about sound not synced in rendered demos? i have a demo and a video that is not synced with sound. but maybe it's because i have low spec. can upload the files next week if that helps.
the sound is correct, the video is too fast
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ah, okay, before it worked. maybe it was always the case, but didnt realize with only few minutes long renders.
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cauldron
ah, okay, before it worked. maybe it was always the case, but didnt realize with only few minutes long renders.
i mean the bug is sound is correct, video too fast
19:01
normally it should be synced, and for me it always is, doesnt matter if i add thread sleep or stuff like that in the code
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my experience with render: 'libgl_always_software=true' gives me just a black screen, or doesnt work i don't know. (with opengl selected) *long demo: souns out of sync (one demo with that so far) *short demo: fine *zooming: no (edited)
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The issue is that all three types of loggers which are used on Windows are initialized only once in the beginning. Initially the GetStdHandle(STD_OUTPUT_HANDLE) will return an invalid handle, as no console has initially been created. This causes the fallback CLoggerAsync to be used, but it is also initialized only once with io_stdout(), so it will not use the new console. AllocConsole is later called to create a console (with -c or --console command line options or with conf...
19:11
big news i think
19:11
India is now the country with most ipv6 users
19:11
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germany lul
19:13
2. in total count? xD ah no (edited)
19:15
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whats the grey highlight?
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cauldron
my experience with render: 'libgl_always_software=true' gives me just a black screen, or doesnt work i don't know. (with opengl selected) *long demo: souns out of sync (one demo with that so far) *short demo: fine *zooming: no (edited)
what does zooming do?
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@c0d3d3v we have if(ddnet) { dosomething; }
19:31
you want it not to happen on ddnet servers
19:31
to do this, one would remove the entire if
19:31
if you change it to if(!ddnet) { dosomething; } then you changed behavior on non-ddnet servers as well, no?
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Alternative to #5154. Closes #5150. If you want to open the client with a console window, instead create a new shortcut with the following target: cmd /c "C:\path\to\your\DDNet.exe" You can change the icon of the shortcut to the DDNet icon in the properties of the shortcut file.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a u...
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for me zooming keeps the zoom in the rendered demo but follows position, so its sometimes out of view kind of. at least i am pretty sure it was like that in my renders - like one month ago. (edited)
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heinrich5991
if you change it to if(!ddnet) { dosomething; } then you changed behavior on non-ddnet servers as well, no?
but the behaviour on non ddnet server is to reset it xD on ddnet server we do not want to reset it
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heinrich5991
@c0d3d3v we have if(ddnet) { dosomething; }
as I wrote in github teeworlds forces in client and server inputs at the start of chatting. On ddnet we do not want any inputs to be resetted
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so you say the old behavior on non-ddnet servers was wrong as well?
19:37
the behavior before your PR
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yes, but does not matter, it just mispredicts the inputs in the ddnet client
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ah, so you fix two bugs at the same time?
19:37
it still mispredicts
19:37
I would have to change more to fix it on non ddnet server
19:37
I can look into it tomorrow
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so why do you change the code in the non-ddnet case if it doesn't change behavior? because it still improves behavior there?
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cauldron
for me zooming keeps the zoom in the rendered demo but follows position, so its sometimes out of view kind of. at least i am pretty sure it was like that in my renders - like one month ago. (edited)
didn't want to mention it, actually, because i thought it's not intended / not worth. i mean zoom is mostly in streams. demos are mostly runs. yes/no?
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(sorry, it seems I haven't understood your comments fully :/ )
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on non-ddnet server we would have to reset the inputs already while chatting
19:38
at the beginning
19:39
on ddnet server we should not reset inputs at all
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okay
19:39
do you realize that your PR changes behavior on non-ddnet servers?
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no it does not change anything because the same condition is 10 lines bellow
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cauldron
didn't want to mention it, actually, because i thought it's not intended / not worth. i mean zoom is mostly in streams. demos are mostly runs. yes/no?
makes 0 sense, for me zooming works perfectly fine
😂 1
19:40
are we on different client versions? XD
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@c0d3d3v then I don't understand your change. why not just remove the line you changed and the line afterwards?
19:41
not the line ten lines after
19:41
just the two adjacent lines, the one with the if, and the ResetInput directly below
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well i just noticed that behaviour at some point and ignored it. i use the linux binary from the webpage. i didn't look for it, but if no one was working on zoom / render related things in the last few months, it could still be like that for me. i'll try again with latest git client in the next days. i'm on low spec, linux, opengl 3.0 is i think default (i didnt touch these settings) (edited)
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heinrich5991
@c0d3d3v then I don't understand your change. why not just remove the line you changed and the line afterwards?
this is how teeworlds does it https://github.com/teeworlds/teeworlds/blob/26d24ec061d44e6084b2d77a9b8a0a48e354eba6/src/game/client/components/controls.cpp#L130-L139 I will addapt it with our flag, then it should be working on non-ddnet servers and also remove the reset on our server to not drop inputs. ...
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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I now have the feeling that you don't understand what I'm trying to say
19:46
do you think it's actually reversed, that I don't understand what you're trying to say? ^^
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we need the first condition, the second is useless xD
19:47
but the first one is on the wrong place
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we need the first block with ResetInput, not the second one?
19:47
just like teeowlds does it
19:47
I will change it and force push...
19:47
then you can look at it again
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okay, thanks for your patience with me
19:48
🙂
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cauldron
well i just noticed that behaviour at some point and ignored it. i use the linux binary from the webpage. i didn't look for it, but if no one was working on zoom / render related things in the last few months, it could still be like that for me. i'll try again with latest git client in the next days. i'm on low spec, linux, opengl 3.0 is i think default (i didnt touch these settings) (edited)
ok, tho the bug bencie has is extreme, even a 10 seconds video is completly out of sync
19:49
not even a bit, completly
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heinrich5991
we need the first block with ResetInput, not the second one?
xD correcting myself... second ResetInput is the one also teeworlds uses, 😄 so you are right, I can delete the first one
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i'll have to check, maybe it's the same for me. i didn't render any demo after my 1 hour "bug demo". i thought it was like that because i assumed its getting slowly out of sync. maybe its for me the same bug that bencie has. if something changed. i'm just not at my laptop right now. (edited)
19:59
coding is too hard+
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lets retire already
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yes rq
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honestly after using rust a lot it sucks to use other stuff
20:02
like python
20:02
but life is hard
20:20
Currently the server entry is just duplicated in the server list. Also contains a rabbit hole in how to deal with favorites.
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Ryozuki
honestly after using rust a lot it sucks to use other stuff
have you considered getting a rust job? ^^
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rust removal technician
20:40
plenty of opportunity in Detroit i believe 😄
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heinrich5991
have you considered getting a rust job? ^^
i tried
20:42
but i rly dislike the job hunting process
20:42
it tires ur soul
20:42
so i decided to just get a job
20:42
there isnt much market for rust devs yet anyway
20:42
and most are for senior c++ devs
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if you don't care for your soul, there might be some blockchain jobs in rust
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you have to know that in the eyes of ppl im just like a junior
20:42
with 1 year of exp
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do you tell them that you contributed to open source projects?
20:43
i even mention ddnet
20:43
the rust guy was impressed by my crates too
20:43
but i didnt get selected
20:43
xd
20:43
probably some senior dev got it
20:43
ill just work and get some exp
20:43
then try again
20:45
(clicked on some rust job in "this week in rust")
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yeah i rly havent tried blockchain stuff
20:47
but the job i found is not bad (i will start on monday tho) so its fine for now
20:47
its just that its not rust
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I see
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but maybe in the future i can introduce them to rust greatness
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hehe
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don't start that too early, understand their processes first ^^ (edited)
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yeah ik
20:47
surprisingly the head of department knows about rust tho
20:48
cuz i mentioned it on the interview
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what will you do in your job
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mostly api backend stuff
20:58
maybe some frontend
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@heinrich5991 are u working rn?
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@deen I would like to add a flag field to DDNetCharacterDisplayInfo, instead of using bools for stuff like m_IsInFreeze, m_IsInPracticeMode (and so we would have 30 more flag bits to fill). I will make tomorrow the PR, would be nice if we can get this in before the release...
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not really, mostly still a student
cryingpepe 1
22:20
22:20
omg
22:20
xdd
22:20
22:20
monkalaugh
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c0d3d3v
@deen I would like to add a flag field to DDNetCharacterDisplayInfo, instead of using bools for stuff like m_IsInFreeze, m_IsInPracticeMode (and so we would have 30 more flag bits to fill). I will make tomorrow the PR, would be nice if we can get this in before the release...
Is that related for DDNet 16.1? If we add more changes, the release will need another RC and a few days of testing
22:25
since the HUD is also not part of 16.1
23:27
3d4db8f Version 16.1 - def- c9810c4 Add translation string "Adjust the opacity..." - def- 2ea7d54 Update spanish.txt - n0Ketchp 3dcf607 Remove accidentally added demos - def- 9bce268 Update tooltip text after changing language - def- fd08635 Move create/destroy window ntf dbg_msg to log_debug - Jupeyy eb1f78f Update simplified_chinese.txt - Cheeser0613 179e06c Update traditional_chinese.txt - Cheeser0613 dec9ddb Revert "CGameClient::LoadMapSettings: Load the default tuning params by default" - def- 8106b3f Update Korean translations by CHaBek - cwh7435 fc9bdd7 update french translation - NouaaTW dfb4056 update french translations - NouaaTW eb72cfb Fixes by Chairn - def- b9fb777 Updated dutch language by Ronan - Chairn 992f403 Update hungarian.txt - bencie
23:29
3d4db8f Version 16.1 - def- c9810c4 Add translation string "Adjust the opacity..." - def- 2ea7d54 Update spanish.txt - n0Ketchp 3dcf607 Remove accidentally added demos - def- 9bce268 Update tooltip text after changing language - def- fd08635 Move create/destroy window ntf dbg_msg to log_debug - Jupeyy eb1f78f Update simplified_chinese.txt - Cheeser0613 179e06c Update traditional_chinese.txt - Cheeser0613 dec9ddb Revert "CGameClient::LoadMapSettings: Load the default tuning params by default" - def- 8106b3f Update Korean translations by CHaBek - cwh7435 fc9bdd7 update french translation - NouaaTW dfb4056 update french translations - NouaaTW eb72cfb Fixes by Chairn - def-
23:56
e860b35 Version 16.1 - def- aa40dc3 Merge pull request #190 from ddnet/pr-16.1 - def-
Exported 252 message(s)